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Everything posted by ZogVarnoka
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As 42 said, put a magazine* (not clip) on your hot bar and the ammo in another hotbar space. By holding down the buttons, (do NOT just press once), you can reload the firearm and your magazine* as appropriate. Nice write up op. Clear and concise with pertinent examples. I personally do not agree with the KOS statement, but that's an argument that has been going on for years (literally) within the community. Everything else though lines up with my thoughts almost exactly except the traveling bit and hunger/thirst. Traveling long distances with nothing to see is a misnomer if you will. This generally only happens if you do not know the map/area well, get turned around (going in circles), or are in a couple specific areas of the map. Those specific areas are needed in game to allow folks some places to become "survivalist" in the sense of living off the land with little chance of player encounters. By following almost any road you can within 5-10 minutes run into a small POI (point of interest). It may not be situated on the road itself, but it will be visible from the road. And yes this includes single buildings and small camp areas/odd areas. See, you say you like the survival aspects yet complain there isn't something "to do" every few minutes which is confusing to me. Could you explain your thoughts a bit more on this? The hunger/thirst can take a bit to get used to. You have to remember we just washed up on shore or came conscious after we got stranded from a ship wrecking off the coast. Plus there are not any soft skills implemented yet and these may very well help lower how fast we become dehydrated or get hungry. Also, once you are in yellow status for an indicator, you are in trouble. We have a reserve tank, if you will, of filling up food/water much like in previous iterations of SA. Just cause your indicators are white in 0.63 does not mean you are full up. I have yet to reach a "full" state either eating or drinking. But, I have gotten to the point quite often that I no longer have to worry about eating or drinking for hours on end while playing. All it takes to get there is eat/drink everything immediately after finding it. I never carry food with me and only carry one water bottle at a time. That one water bottle I will fill up and drink 2-3 times per water source in the beginning and then every once in a while after that. I have died of hunger once and thirst never. The time I died of hunger was do to me making a trip from Svetlo to Cherno and sticking to the coast road the whole way. I died right outside the outskirts of Elektro. Also, do not sprint everywhere. It greatly increases how much food/ hydration you lose when traveling. Its best to jog when you can. Now, I do agree with animals not leaving some kind of trace whether it be tree markings/rubbings (bears (not in game yet) and bucks/ deer) or sounds of some kind (wolves). Often you do not know there are even any animals about until you see them. Which makes sense to some degree if you are completely unfamiliar with hunting or observing animals naturally. Perhaps the devs could put in some type of static message that triggers when in an area that can spawn certain animals? Something like, "You see what appears to be claw marks approximately 6 feet high on a few trees." to indicate bears in the areas. Or maybe, " A number of trees close by appear to have the bark rubbed off about 4 to 5 feet off the ground." to give an indication of deer in the area. Maybe when you are close by a bear you actually hear the "huffing" of the bear. I know the wolves howled when they caught your scent or were starting to hunt someone. But there was no indication otherwise that you were even in an area with wolves. Possibly add some distant howling to the night time ambient noises for an area where wolves could spawn? Anyway, I liked your feedback. Hope the devs read it. :)
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Paragraphs. Use them and make everyone's life easier. Also, stop making assumptions about what others want or that it is the majority of players. Ah vehicles. For those folks who hate having to run a little bit and possibly have an unexpected encounter in an open field or on the road. Do not get me wrong. I find vehicles in Dayz to be good content IF they keep it to where you have to repair them and keep the number of them per server extremely low. Makes for good times with your group trying to find tires, spark plugs, car battery, windshields, etc. But they are far from needed to play the game and even a detriment in some ways. The biggest complaint from those wanting vehicles is, "It takes soooooo long to get from point A to point B." Well yea. Of course it does. The map is huge. But if you remove the travel time between places then what is the purpose of having weather/temperature affects in game? Or even hunger and thirst? Or sickness and the need for antibiotics and other medical supplies? By removing the travel time or shortening it greatly, you remove the influence those factors have on game play. This is a survival game after all. At its heart, the game is about learning to survive and finding the means to do so. Being able to travel from Zelenogorsk to Titsy in a couple of minutes eliminates so much of the content in the game. Not only the effects of inherent game mechanics I already mentioned. It also effectively removes the possibility of encounters with other players when you are least expecting them. It removes the tension of the unknown. It allows you to only engage with other players when you choose to do so. OP specifically talks about time. Travel time versus amount of play time available. This is a personal problem. You knew Dayz took a lot of time once you started playing and probably even before you bought the game. If you want to be able to hop right into the action and shoot people and loot items seems like there are games out there better suited to your playstyle. PUBG is great for that playstyle. I'm not trying to be insulting. Just trying to point you in the direction of a game you might find more enjoyable. Personally, I like a little PUBG every once in awhile. This quote here is wrong. Sorry. You had to repair vehicles in the vanilla DayZ mod as well. It would takes hours to just find all the parts needed and jerry cans for gas. Same went for helicopters. ATVs and bikes weren't as bad. but they were easier to break do to driving mechanics. And finding tents wasn't easy either to build a "base". Most folks just used vehicles as storage instead and "hid" them in the debug zone outside the map. And there was a very limited amount of vehicles per server. This link tells you the amount possible per server. https://dayz.gamepedia.com/Mod:Vehicles Realise also that not all vehicles would spawn all the time. So the number of vehicles per server were actually quite less than is listed on that wiki page. So no, you couldn't just get a vehicle in the Dayz mod and run around the map easily with your friends. The only time this was possible is if the server admins had changed the spawn rate of vehicles or you were playing a mod of the mod. But at that point you aren't playing the vanilla Dayz
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I've been playing this game a long time. Over the years, one thing has never changed. There will always be people who KOS in Dayz. It happens for various reasons. Regardless of what those reasons are, KOS is an intricate part of the game and needed to keep the tension and unknown outcome of player interactions alive. This unknown is why we play Dayz. This unknown is why Dayz is unlike any other game out there currently. I sometimes KOS depending on circumstances or my mood. Is that other player being sketchy? Did I hear shots coming from the town not long before I met this person? Did I run across multiple areas where players had died recently? Do I just have a bad feeling about this other player regardless of how that player might be acting or what they have said? Has the other player responded to voice comms at all? Is the area a military area? What was my day like before logging into the game? Am I hungry IRL and just need an excuse to go get food? The list goes on. These are all factors that come into play in a split second before I decide whether to shoot or not. The same goes for almost every other player out there. I have met folks in game that we group up and are nice and helpful to other players. Then, all of a sudden, the mood changes and we kill the next person we meet for no reason at all. *shrugs* No reason behind it that makes any sense. It is my opinion that most people play along the same lines as I do. Sometimes we are nice and crave those player interactions without pvp. Other times we want to kill EVERYONE for reasons we can't explain. Not knowing how someone will react or the fact you could be attacked at any time is why I love this game and have been playing it since the ARMA II mod came out.
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Please help !! Advice PC spec for play Dayz!!
ZogVarnoka replied to Sam Sec's topic in New Player Discussion
You should be fine. I run a i5 4690k, gtx 1070, and 8 gig ram. Maxed settings I am getting 90+ fps everywhere regardless of the amount of buildings, players, or infected around. -
From my playing a couple hours today. Doesn't appear to be any different from the last couple stress test.
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I've been reading the forums off and on for years. I do not think there has ever been a "definitive" post of info on the military/relief units involved in the outbreak in Chernarus. My understanding is that it was a international effort to try and help Chernarus while the outbreak/infection occurred. That relief effort then moved out of the area as the infection spread beyond the borders of Chernarus. I think Rocket/Dean even stated the we (survivors) were supposedly on the last ship to leave the area, but then that ship somehow sank and we washed up on the coast. Sorry I couldn't be more help.
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Infected still weak. Bug with inventory
ZogVarnoka replied to ThePryman's topic in New Player Discussion
Like Parazight said, the infected are no where near being done. No reason to change them when there is still a lot more features to implement first. -
Problem is these suggestions go against what DayZ is about at a core level.
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Why Dayz dev team dont use Unreal 4 engine
ZogVarnoka replied to Marreta's topic in General Discussion
You do realize this statement right here invalidates everything you posted. You just proved all you are doing is trolling and doing a very poor job of it. I feel sorry for you. -
My choice wasn't in the list. How about bringing back the freaking bicycle? Loved those things. My fondest memory was my squad of five ran into another squad roughly the same size at night during a 3/4 moon. This was back in the original Dayz mod days. So nights were dark. It was along some dirt road with light woods on one side and a field on the other with some broken stone fence lines for cover. We were situated in the field and received fire from the woods. We all scrambled to take cover behind the various stone fences and returned fire best we could. This went on for about 7 or so minutes with neither side reaching an advantage. It being night made seeing the opposing party 50m-100m away difficult. It was a lull in the fighting for some reason. I think we were doing an ammo count and considering a flanking maneuver. When all of a sudden barreling down the road comes two other players on bicycles ringing that annoying dam bell and laughing over in game voip. They just drove right down the road and were gone a few seconds later. Over TS all I could hear was laughing. We were all cracking up at the absurdity of it. Over in game voip one of the guys we had been fighting for the past few minutes asked if we just saw that. He said they were all laughing to hard to continue fighting and wanted to know if we would consider it a draw and teaming up together to goto NWAF. We told him yea sounded good. Intros were made and our two groups headed off. All we did for the next hour or so was talk about that incident and giggle. Good times man. I don't even think we saw anymore action that night. A couple of the guys I used to play with still bring up that story though when we talk about DayZ.
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Did you make sure to retweak your .cfg file and graphics card settings?
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Top floor of the two story barn. No scope or ammo with it. Could have been a player dropped it there of course. But I'm not so sure as most folks don't mess with searching barns anymore even if they do spawn ok stuff now. Edit: Oh and as too location, it was in one of those towns NNE of the NWAF. Sorry don't remember which one.
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how are helicopter crash sites working in 0.58 stable
ZogVarnoka replied to claws4life's topic in General Discussion
I imagine it is. Given the type and amount of loot that spawns at them. It the devs made it easy to check all the sites before they relocated, then the gear would be a lot easier to get. Personally I've found 5 crash sites active while living/moving North of the NWAF and in Central Northern area of the map. Two had been looted before ( I assume) due to there being no weapons/ammo. The others seemed fresh though. Sorry I can't contribute to the time table information as I tend not to stick around heli crashes. -
its in, just extremely rare. I've heard/read that most people who found them were in deer stands and log cabins. Personally I found one in a barn. *shrug* Course I soon lost it due to an improper scouting job in Vybor.
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The Zombie Hunters: DayZ's least acknowledged play style.
ZogVarnoka replied to ☣BioHaze☣'s topic in General Discussion
I'm familiar with how complex melee based combat could be. Don't get me wrong, I think it would be great if they could implement something more complex. I just think it will never happen in this game. -
The Zombie Hunters: DayZ's least acknowledged play style.
ZogVarnoka replied to ☣BioHaze☣'s topic in General Discussion
Complex melee system isn't really needed and the chances of us seeing one in an Arma based game are slim to be honest. The infected should be a danger once in melee range. Especially if there are more than a couple. Being able to take out 1-2 in melee should be ok. This allows for a stealth type game play when sneaking into towns. Firing a gun without a silencer in or near a town should be the last thing you want to do. (cue improvised silencer) Straight forward melee with an attack based on hand held weapon and movement for dodge is fine if greater numbers of mobs means being attacked from different directions and it is hard to get the mobs to line up one behind the other. (collision mechanics /pathing AI) Melee doesn't have to be complicated for it to be fun. Hell bashing infected in the head with a baseball bat and seeing the grey matter burst out never gets old. (We need this devs!) As has been mentioned, there are different types of infected in the works. We do not have any clues as to what that entails currently other than it won't be just different skins. I imagine it includes different speeds, player detection mechanics, different pathing AI, alerting other infected (horde mechanic), different attack speeds or animations, etc. The one thing that is certain though, is that the infected we have seen previously are not what the infected will be like once they are finished. Behind all this we have the undeniable truth that ease pf access to military weapons and ammo plays a large role in how we, as players, ultimately determine if the infected are a danger or not. The devs are most certainly taking this into account when creating the new infected. If a squad of four guys with AKs and a couple clips each can clear out Cherno easily of infected then there is a problem. Those four guys should be dreading having to fire their weapons at all in such a large town due to the attention it will bring them from the infected in the area. Now take those same four guys and move them to Vusnaya Dubrovka, a small town of about 15 buildings not counting the farm on the hill. Sure they can handle the infected there with no issue given the amount of ammo they carry. But is it worth the ammo? What happens if they get finished clearing out the town and then another squad runs into them while they have only 6 clips total left between them? These are the type of situations and questions the infected should add to the game. But I digress. The zombie hunter play style should be just as valid as any other. Once we get infected back into the game, even if they are similar to what we used to have, zombie hunters need to be recognized. One of DayZ's major selling points is it is a zombie/infected apocalyptic scenario. Many players want to hunt infected. This is something the devs should have at the forefront of their thoughts when implementing new things into the game. It is also something I think Hicks has forgotten given his current comments on PvP and stressing the mechanics that deal with it. -
Couple of things: 1. Loot does not cycle regionally currently. Devs haven't implemented this yet. CLE considers the whole map as one region currently and loot could respawn anywhere on the map as a result. 2. If it is a low pop server and does not have much traffic this is going to hurt loot respawn. Reason being that there are only so many loot spawn points on the map for a particular type of loot (military/civilian/industrial/etc). If the spawn locations already have loot in/on them then loot has no place to spawn. This assumes of course that loot cannot just constantly spawn on top of each other and that a maximum loot spawn per node is in affect. Without other people cycling/removing loot from other locations on the map, the chances of loot spawning on the island is slim. Of course given my previous assumption about loot nodes, eventually you will be able to respawn loot frequently on the island, it just might take a very long time. The loot you are recycling and that is being cleaned up is respawning somewhere. Just not on the island.
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Typical run & gun attitude you have there. You make a lot of assumptions about peoples motives and actions without knowing what they really did and for what reason. I'm not saying there are not people who camp spots and overwatch areas strictly looking for kills. I am saying there is more than just that motivation for why someone is sitting in the treeline watching an area. DayZ isn't a fast paced FPS ala BF or CoD where the objective is to get the most kills in a set match or take an objective. So those standards and motivations really do not apply in general. Arma games are played on huge maps compared to those games ( http://i.imgur.com/AOsmMra.jpg ). Engagements are going to occur at greater distances as a result. More play styles also come into play given the large distances. Add to this the need to find gear/food/water and you get a good majority of the player base acting cautiously when moving into an area with a high likelihood of contact. For some this means waiting/scouting maybe a minute before moving in to a town or across an open field. For others it is waiting/scouting 5 to 15 minutes to make sure no one is around. Once infected get reintroduced with the new AI and greater numbers, a cautious play style will be even more needed to survive. If all you're looking for is close range engagements, then this might not be the game for you.
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Try the BadBoyz server. It is a roleplay server with no kos. The folks I ran into while playing there were pretty cool and they have active admins if someone is breaking the rules.
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You might have been desynched and not aiming where you thought you were. I've found the shotguns to be 2hk most the time in close range. As for where to find weapons, that gets tricky. Military ones are obviously at mil bases. Civilian ones are spread all over. I spent about 6-7 hours yesterday running around with a improvised bow and arrows. Finally found a .22 rifle with mag and 1911 up in Stary Var (extreme north). The town also had 2 more 1911's, 3 Blazes, and a couple Izh rifles. But I didn't have ammo for them. I end up finding most my civilian rifles in the northern towns or the very small 3-4 house settlements in the lower half of the map. No one ever seems to go to those towns.
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For the past 2 days (different servers), I have found a deer herd between Polesovo and Mamino. Buggers are a bitch to get within .22 range (unscoped) and have been unable to sneak close enough for a bow or xbow shot. I've tried low crawling and approaching from cover. As soon as I get within 150m or so they run off. Anyone got any tricks? I'm an accomplished hunter irl and never had this much trouble getting within bow shot of deer before. The AI might need to be tweaked a bit.
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Sounds like someone got shot by a cautious lone wolf player who likes to take their time scouting an area to make sure they won't run into a squad of people or eliminate single threats. Just cause you like to run&gun doesn't mean you have to insult those who don't. The advice you gave was good, just didn't need the insult.
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Do/Can private servers set themselves up with very little loot?
ZogVarnoka replied to Nickisis's topic in General Discussion
I played on BadBoyz server for a few days while testing some crafting stuff. Loot is the same there as other servers. Just have to look around and travel a lot more than you are used to. What was once high value loot areas in cities (police/fire stations) get looted fast and are slow to have loot replaced in the new system. I spend a lot of time up north (north of the railroad tracks) and there is plenty of loot to find there. I also find loot in the very small villages away from the blacktop roads. Best advice I can give is get off the main roads and away from the big towns to find stuff. -
One thing to remember guys is that CLE is not only server restrictive. It is also hive restrictive. This assumes of course they stuck to Rockets original concept for CLE. If BI did, then they can control the overall amount of items in game at any time by just restricting how many are allowed in the hive. This is particularly important when it comes to high value items. So there maybe a server restriction of X minimum M4's and Y maximum M4's, but hive wide they have a Z maximum allowed amount of M4's. This would keep the overall amount of a particular item or just all items from getting out of hand.
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I'm sure they'll want screen shots to go along with the map coords or have their own coordinate system for us to use. There are a lot of errors currently I agree. Some of the funnier ones (like a floating wrecked bus) I've been taking screenies of as I explore.